Mythic Scouring Winds Mythic
Evocation
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, SV (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.Full rule on Archives of Nethys ↗
- Range
- medium (100 ft. + 10 ft./level)How far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Effect
- sandstorm in 20-ft. radius, 20 ft. highHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 round/level (D)How long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- noneIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- yes (see text)Whether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
Any creature in the area takes 3d6 points of piercing damage each round. The area is considered a windstorm (see the wind effects table).
If a creature with spell resistance successfully resists this spell, it is unaffected by the winds and sand, but still unable to see within the area of the spell.
Mythic variant: The spell’s damage increases to 4d8 points of piercing damage. Any creature in the area at the start of your turn must succeed at a Reflex save or be blinded for as long as it remains in the area and for 1d4 rounds after it leaves.
Augmented (5th): If you expend two uses of mythic power, the sandstorm’s radius and height each increase to 40 feet, and the damage dealt increases to 6d8 points of piercing damage. Each round, you can either move the storm up to 50 feet as a move action or up to 10 feet as a swift action.
Variants
-
Scouring Winds
- Mythic Scouring Winds